Tina's response could be helpful, but a faster answer would be that when you have two factions fighting and one faction has a non-faction ally, the non-faction ally could heal the faction ally and the opposing faction fighters can not do much with out going red (assuming they do not want to be red) also around TB base its a bigger issue since you can not attack them at all due to guards.

Edit: my clock is 2 hours off o.o for a moment I thought you posted this nearly 4 hours ago *shrugs* at least now I know I am not crazy and did not miss the post earlier when I was looking.

Tina's response could be helpful, but a faster answer would be that when you have two factions fighting and one faction has a non-faction ally, the non-faction ally could heal the faction ally and the opposing faction fighters can not do much with out going red (assuming they do not want to be red) also around TB base its a bigger issue since you can not attack them at all due to guards.

Edit: my clock is 2 hours off o.o for a moment I thought you posted this nearly 4 hours ago *shrugs* at least now I know I am not crazy and did not miss the post earlier when I was looking.

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Wouldn't it be better just to make blue healers flag orange if they heal an orange? (orange flag lasts an hour) and if they get killed they get put in stat-loss?
Currently this effect also makes it impossible for the same faction to heal non-allied faction members too.
And they're moving any strongholds out of GZ so that'll be a non-issue soon.

Wouldn't it be better just to make blue healers flag orange if they heal an orange? (orange flag lasts an hour) and if they get killed they get put in stat-loss?
Currently this effect also makes it impossible for the same faction to heal non-allied faction members too.
And they're moving any strongholds out of GZ so that'll be a non-issue soon.

Yea, don't ya hate Day light savings?

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Hah, now you are asking about Developer aspects I can not comment on (due to not knowing the answer )

But it is not the same code that is preventing same faction players from healing same faction members, it is the Bene code, unless guilded or allied you can not heal someone who flags....basically, not sure how the code works exactly as what I just described is not very accurate to how it currently works, but I think that is how it is intended.

As for your other idea I think it would be fair if they simply flagged orange and got stated if they healed a faction member, that would seem to fix the issues of that. Of course that would all be better told to someone who is in charge of such things.

Stratics Veteran

This issue actually has a long and troubled history, going back to the dawn of the alliance system. (Which will never stop being a "new system" to me, just as barbed and horned and spined leather will always be the "new leathers.")

At first, due to a bug, Faction and non-Faction guilds were allied to ally.

Among roleplayers such as myself, there was some rejoicing, as it allowed Factioners to become more embedded into life on the shard, especially in Trammel. Guilds could participate in the advantages of the Alliance System in Trammel, could war guilds, etc., and also participate in Factions.

Though this was unintended and technically a bug, the devs made a conscious decision to leave it in....As long as it wasn't used as an advantage in Faction PvP!

Lots of fun was had among Roleplayers in Trammel. Some nice RPed, Trammel PvP fights occurred that otherwise would've had a harder time occurring. Spontaneous RP events and PvM hunts could be handled more easily.

Well, lo and behold, these alliances were over the years increasingly used as an advantage in Faction PvP. (Imagine that!) Primarily the issue was fields and area effects.

The difficulties were increasingly obvious as Faction participation increased during and as a result of the Warriors of Destiny event cycle, and other Faction changes such as the Faction Artifacts.

At some point, a funny thing happened.

Faction guilds and non-Faction guilds became unable to ally. However, previously-held alliances remained in effect.

At first, Draconi referred to the lack of ability to form new such alliances as a bug, saying it'd be fixed. Then he shut up about the issue for a month or two, until finally the official policy became that the alliances themselves were a bug, and it would be fixed (meaning that the existing alliances would be broken by EA).

And, eventually, this is what happened.

I don't like that such alliances can no longer occur. I understand it though. People will use it as an unfair advantage. The fact that people would do this hurts people who would use such alliances fairly and honestly.

Stratics Veteran

It wasnt fixed Galen, there are still several guilds on GL's that are allied with Factions guilds. There is also another bug out there that will allow you to join two different factions as well, which I am sure is tied into this alliance business.

Stratics Veteran

It wasnt fixed Galen, there are still several guilds on GL's that are allied with Factions guilds. There is also another bug out there that will allow you to join two different factions as well, which I am sure is tied into this alliance business.

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Damn, I thought they'd fixed both of those.

So basically, they fixed the bug in a half-assed way that handed an advantage to alliances that already existed, while screwing over anyone who tried to consciously follow the rules?

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